mirror of
https://github.com/mwpenny/portal64-still-alive.git
synced 2024-10-19 22:27:36 -04:00
Work on swept collision
This commit is contained in:
parent
738b238cd2
commit
edd22cd670
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@ -15,4 +15,9 @@ int box3DHasOverlap(struct Box3D* a, struct Box3D* b) {
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return a->min.x <= b->max.x && a->max.x >= b->min.x &&
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a->min.y <= b->max.y && a->max.y >= b->min.y &&
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a->min.z <= b->max.z && a->max.z >= b->min.z;
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}
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void box3DUnion(struct Box3D* a, struct Box3D* b, struct Box3D* out) {
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vector3Max(&a->max, &b->max, &out->max);
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vector3Min(&a->min, &b->min, &out->min);
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}
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@ -11,5 +11,6 @@ struct Box3D {
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int box3DContainsPoint(struct Box3D* box, struct Vector3* point);
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int box3DHasOverlap(struct Box3D* a, struct Box3D* b);
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void box3DUnion(struct Box3D* a, struct Box3D* b, struct Box3D* out);
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#endif
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@ -2,6 +2,8 @@
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#include "vector3.h"
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#include "mathf.h"
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#include <ultra64.h>
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struct Vector3 gRight = {1.0f, 0.0f, 0.0f};
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struct Vector3 gUp = {0.0f, 1.0f, 0.0f};
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struct Vector3 gForward = {0.0f, 0.0f, 1.0f};
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@ -134,6 +136,18 @@ void vector3TripleProduct(struct Vector3* a, struct Vector3* b, struct Vector3*
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vector3AddScaled(output, a, -vector3Dot(b, c), output);
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}
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void vector3Max(struct Vector3* a, struct Vector3* b, struct Vector3* out) {
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out->x = MAX(a->x, b->x);
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out->y = MAX(a->y, b->y);
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out->z = MAX(a->z, b->z);
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}
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void vector3Min(struct Vector3* a, struct Vector3* b, struct Vector3* out) {
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out->x = MIN(a->x, b->x);
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out->y = MIN(a->y, b->y);
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out->z = MIN(a->z, b->z);
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}
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int vector3IsZero(struct Vector3* vector) {
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return vector->x == 0.0f && vector->y == 0.0f && vector->z == 0.0f;
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}
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@ -37,6 +37,9 @@ void vector3ProjectPlane(struct Vector3* in, struct Vector3* normal, struct Vect
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int vector3MoveTowards(struct Vector3* from, struct Vector3* towards, float maxDistance, struct Vector3* out);
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void vector3TripleProduct(struct Vector3* a, struct Vector3* b, struct Vector3* c, struct Vector3* output);
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void vector3Max(struct Vector3* a, struct Vector3* b, struct Vector3* out);
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void vector3Min(struct Vector3* a, struct Vector3* b, struct Vector3* out);
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int vector3IsZero(struct Vector3* vector);
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void vector3ToVector3u8(struct Vector3* input, struct Vector3u8* output);
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@ -84,12 +84,12 @@ void collisionObjectCollideWithQuad(struct CollisionObject* object, struct Colli
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contactInsert(contact, &result);
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}
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void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct CollisionObject* quadObject, struct ContactSolver* contactSolver) {
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void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct Box3D* sweptBB, struct CollisionObject* quadObject, struct ContactSolver* contactSolver) {
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if ((object->collisionLayers & quadObject->collisionLayers) == 0) {
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return;
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}
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if (!box3DHasOverlap(&object->boundingBox, &quadObject->boundingBox)) {
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if (!box3DHasOverlap(sweptBB, &quadObject->boundingBox)) {
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return;
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}
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@ -123,14 +123,16 @@ void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct
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}
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struct EpaResult result;
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epaSolveSwept(
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if (!epaSolveSwept(
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&simplex,
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quad, minkowsiSumAgainstQuad,
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&sweptObject, minkowsiSumAgainstSweptObject,
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objectPrevPos,
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&object->body->transform.position,
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&result
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);
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)) {
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return;
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}
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if (collisionSceneIsTouchingPortal(&result.contactA, &result.normal)) {
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object->body->flags |= RigidBodyIsTouchingPortal;
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@ -146,6 +148,8 @@ void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct
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contact->friction = MAX(object->collider->friction, quadObject->collider->friction);
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contact->restitution = MIN(object->collider->bounce, quadObject->collider->bounce);
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object->body->velocity = gZeroVec;
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transformPointInverseNoScale(&object->body->transform, &result.contactB, &result.contactB);
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contactInsert(contact, &result);
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}
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@ -37,7 +37,7 @@ int collisionObjectShouldGenerateConctacts(struct CollisionObject* object);
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void collisionObjectInit(struct CollisionObject* object, struct ColliderTypeData *collider, struct RigidBody* body, float mass, int collisionLayers);
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void collisionObjectCollideWithQuad(struct CollisionObject* object, struct CollisionObject* quad, struct ContactSolver* contactSolver);
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void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct CollisionObject* quadObject, struct ContactSolver* contactSolver);
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void collisionObjectCollideWithQuadSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct Box3D* sweptBB, struct CollisionObject* quadObject, struct ContactSolver* contactSolver);
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void collisionObjectCollideTwoObjects(struct CollisionObject* a, struct CollisionObject* b, struct ContactSolver* contactSolver);
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void collisionObjectUpdateBB(struct CollisionObject* object);
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@ -110,12 +110,12 @@ void collisionObjectCollideWithScene(struct CollisionObject* object, struct Coll
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}
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}
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void collisionObjectCollideWithSceneSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct CollisionScene* scene, struct ContactSolver* contactSolver) {
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void collisionObjectCollideWithSceneSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct Box3D* sweptBB, struct CollisionScene* scene, struct ContactSolver* contactSolver) {
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short colliderIndices[MAX_COLLIDERS];
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int quadCount = collisionObjectRoomColliders(&scene->world->rooms[object->body->currentRoom], &object->boundingBox, colliderIndices);
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int quadCount = collisionObjectRoomColliders(&scene->world->rooms[object->body->currentRoom], sweptBB, colliderIndices);
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for (int i = 0; i < quadCount; ++i) {
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collisionObjectCollideWithQuadSwept(object, objectPrevPos, &scene->quads[colliderIndices[i]], contactSolver);
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collisionObjectCollideWithQuadSwept(object, objectPrevPos, sweptBB, &scene->quads[colliderIndices[i]], contactSolver);
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}
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}
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@ -566,9 +566,14 @@ void collisionSceneUpdateDynamics() {
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collisionObjectCollideWithScene(object, &gCollisionScene, &gContactSolver);
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} else {
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struct Vector3 prevPos = object->body->transform.position;
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struct Box3D sweptBB = object->boundingBox;
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rigidBodyUpdate(object->body);
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collisionObjectUpdateBB(object);
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collisionObjectCollideWithSceneSwept(object, &prevPos, &gCollisionScene, &gContactSolver);
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box3DUnion(&sweptBB, &object->boundingBox, &sweptBB);
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collisionObjectCollideWithSceneSwept(object, &prevPos, &sweptBB, &gCollisionScene, &gContactSolver);
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collisionObjectUpdateBB(object);
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}
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}
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@ -26,7 +26,7 @@ extern struct CollisionScene gCollisionScene;
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void collisionSceneInit(struct CollisionScene* scene, struct CollisionObject* quads, int quadCount, struct World* world);
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void collisionObjectCollideWithScene(struct CollisionObject* object, struct CollisionScene* scene, struct ContactSolver* contactSolver);
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void collisionObjectCollideWithSceneSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct CollisionScene* scene, struct ContactSolver* contactSolver);
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void collisionObjectCollideWithSceneSwept(struct CollisionObject* object, struct Vector3* objectPrevPos, struct Box3D* sweptBB, struct CollisionScene* scene, struct ContactSolver* contactSolver);
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int collisionSceneIsTouchingSinglePortal(struct Vector3* contactPoint, struct Vector3* contactNormal, struct Transform* portalTransform, int portalIndex);
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int collisionSceneIsTouchingPortal(struct Vector3* contactPoint, struct Vector3* contactNormal);
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@ -316,15 +316,16 @@ void expandingSimplexInit(struct ExpandingSimplex* expandingSimplex, struct Simp
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}
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}
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void expandingSimplexExpand(struct ExpandingSimplex* expandingSimplex, int newPointIndex, struct SimplexTriangle* faceToRemove) {
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void expandingSimplexExpand(struct ExpandingSimplex* expandingSimplex, int newPointIndex, int faceToRemoveIndex) {
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if (newPointIndex == -1) {
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return;
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}
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struct SimplexTriangle* faceToRemove = &expandingSimplex->triangles[faceToRemoveIndex];
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union SimplexTriangleIndexData existing = faceToRemove->indexData;
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unsigned char triangleIndices[3];
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triangleIndices[0] = expandingSimplex->triangleHeap[0];
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triangleIndices[0] = faceToRemoveIndex;
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triangleIndices[1] = expandingSimplex->triangleCount;
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triangleIndices[2] = expandingSimplex->triangleCount + 1;
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@ -422,7 +423,7 @@ void epaSolve(struct Simplex* startingSimplex, void* objectA, MinkowsiSum object
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}
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++simplex->pointCount;
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expandingSimplexExpand(simplex, nextIndex, closestFace);
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expandingSimplexExpand(simplex, nextIndex, simplex->triangleHeap[0]);
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}
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if (closestFace) {
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@ -439,7 +440,9 @@ void epaSolve(struct Simplex* startingSimplex, void* objectA, MinkowsiSum object
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void epaSweptFindFace(struct ExpandingSimplex* simplex, struct Vector3* direction, int* startTriangleIndex, int* startFaceEdge) {
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int currentFace = NEXT_FACE(*startFaceEdge);
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while (currentFace != *startFaceEdge) {
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int i = 0;
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while (currentFace != *startFaceEdge && i < MAX_ITERATIONS) {
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int nextFace = NEXT_FACE(currentFace);
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struct SimplexTriangle* triangle = &simplex->triangles[*startTriangleIndex];
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&normal
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);
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if (vector3Dot(&normal, direction) < 0.00001f) {
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if (vector3Dot(&normal, direction) < 0) {
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*startTriangleIndex = triangle->indexData.adjacentFaces[currentFace];
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nextFace = triangle->indexData.oppositePoints[currentFace];
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*startFaceEdge = NEXT_FACE(triangle->indexData.oppositePoints[currentFace]);
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@ -459,10 +462,11 @@ void epaSweptFindFace(struct ExpandingSimplex* simplex, struct Vector3* directio
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}
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currentFace = nextFace;
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++i;
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}
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}
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void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum objectASum, void* objectB, MinkowsiSum objectBSum, struct Vector3* bStart, struct Vector3* bEnd, struct EpaResult* result) {
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int epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum objectASum, void* objectB, MinkowsiSum objectBSum, struct Vector3* bStart, struct Vector3* bEnd, struct EpaResult* result) {
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struct ExpandingSimplex* simplex = stackMalloc(sizeof(struct ExpandingSimplex));
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expandingSimplexInit(simplex, startingSimplex, SimplexFlagsSkipDistance);
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struct SimplexTriangle* closestFace = NULL;
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@ -470,7 +474,7 @@ void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum o
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int currentTriangle = 0;
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int currentEdge = 0;
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struct Vector3 raycastDir;
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vector3Sub(bEnd, bStart, &raycastDir);
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vector3Sub(bStart, bEnd, &raycastDir);
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for (int i = 0; i < MAX_ITERATIONS; ++i) {
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struct Vector3 reverseNormal;
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@ -492,13 +496,14 @@ void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum o
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simplex->ids[nextIndex] = COMBINE_CONTACT_IDS(aId, bId);
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projection = vector3Dot(&simplex->points[nextIndex], &closestFace->normal);
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closestFace->distanceToOrigin = vector3Dot(&simplex->points[closestFace->indexData.indices[0]], &closestFace->normal);
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if ((projection - closestFace->distanceToOrigin) < 0.001f) {
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break;
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}
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++simplex->pointCount;
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expandingSimplexExpand(simplex, nextIndex, closestFace);
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expandingSimplexExpand(simplex, nextIndex, currentTriangle);
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}
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if (closestFace) {
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@ -511,10 +516,9 @@ void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum o
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float distance;
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if (!planeRayIntersection(&facePlane, &gZeroVec, &raycastDir, &distance)) {
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goto exit;
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goto error;
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}
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result->normal = closestFace->normal;
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result->penetration = 0;
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struct Vector3 planePos;
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@ -525,8 +529,11 @@ void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum o
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epaCalculateContact(simplex, closestFace, &planePos, result);
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}
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exit:
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stackMallocFree(simplex);
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return 1;
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error:
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stackMallocFree(simplex);
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return 0;
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}
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void epaSwapResult(struct EpaResult* result) {
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@ -13,7 +13,7 @@ struct EpaResult {
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};
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void epaSolve(struct Simplex* startingSimplex, void* objectA, MinkowsiSum objectASum, void* objectB, MinkowsiSum objectBSum, struct EpaResult* result);
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void epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum objectASum, void* objectB, MinkowsiSum objectBSum, struct Vector3* bStart, struct Vector3* bEnd, struct EpaResult* result);
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int epaSolveSwept(struct Simplex* startingSimplex, void* objectA, MinkowsiSum objectASum, void* objectB, MinkowsiSum objectBSum, struct Vector3* bStart, struct Vector3* bEnd, struct EpaResult* result);
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void epaSwapResult(struct EpaResult* result);
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#endif
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@ -120,8 +120,14 @@ void playerApplyPortalGrab(struct Player* player, int portalIndex) {
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}
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void playerUpdateGrabbedObject(struct Player* player) {
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if (controllerGetButtonDown(0, B_BUTTON)) {
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if (controllerGetButtonDown(0, B_BUTTON) || controllerGetButtonDown(0, U_JPAD)) {
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if (player->grabbing) {
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if (controllerGetButtonDown(0, U_JPAD)) {
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struct Vector3 forward;
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quatMultVector(&player->lookTransform.rotation, &gForward, &forward);
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vector3AddScaled(&player->grabbing->body->velocity, &forward, -50.0f, &player->grabbing->body->velocity);
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}
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player->grabbing = NULL;
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} else {
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struct Ray ray;
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@ -89,6 +89,8 @@ void sceneInit(struct Scene* scene) {
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for (int i = 0; i < scene->elevatorCount; ++i) {
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elevatorInit(&scene->elevators[i], &gCurrentLevel->elevators[i]);
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}
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// scene->player.grabbing = &scene->decor[0]->collisionObject;
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}
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void sceneRenderWithProperties(void* data, struct RenderProps* properties, struct RenderState* renderState) {
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363
tools/debug_simplex.py
Normal file
363
tools/debug_simplex.py
Normal file
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@ -0,0 +1,363 @@
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from glob import glob
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from math import cos, sin, sqrt
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from re import L
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import re
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import sys
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import traceback
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import gdb
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import contextlib
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import ctypes
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from OpenGL import GL as gl
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import glfw
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window_width = 800
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window_height = 600
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@contextlib.contextmanager
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def create_main_window():
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global window_height
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global window_width
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if not glfw.init():
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sys.exit(1)
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try:
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glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
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glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
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glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True)
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glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
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title = 'Surface Generator Debug'
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window = glfw.create_window(window_width, window_height, title, None, None)
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if not window:
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sys.exit(2)
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glfw.make_context_current(window)
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glfw.set_input_mode(window, glfw.STICKY_KEYS, True)
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gl.glClearColor(0, 0, 0, 0)
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yield window
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finally:
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glfw.terminate()
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def dot_product(a, b):
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return a.x * b.x + a.y * b.y
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class Vertex:
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def __init__(self, x, y, z):
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self.x = x
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self.y = y
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self.z = z
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def __repr__(self):
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return "Vertex(" + str(self.x) + ", " + str(self.y) + ", " + str(self.z) + ")"
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def __str__(self):
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return "(" + str(self.x) + ", " + str(self.y) + ", " + str(self.z) + ")"
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def midpoint(self, to):
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return Vertex((self.x + to.x) / 2, (self.y + to.y) / 2, (self.z + to.z) / 2)
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def add(self, other):
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return Vertex(self.x + other.x, self.y + other.y, self.z + other.z)
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def sub(self, other):
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return Vertex(self.x - other.x, self.y - other.y, self.z - other.z)
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def scale(self, scalar):
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return Vertex(self.x * scalar, self.y * scalar, self.z * scalar)
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class Triangle:
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def __init__(self, a, b, c):
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self.a = a
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self.b = b
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self.c = c
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def __repr__(self):
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return "Edge(" + str(self.aIndex) + ", " + str(self.bIndex) + ", " + str(self.nextEdge) + ", " + str(self.prevEdge) + ", " + str(self.nextEdgeReverse) + ", " + str(self.prevEdgeReverse) + ")"
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class Simplex:
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def __init__(self, vertices, triangles, closestFace):
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self.vertices = vertices
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self.triangles = triangles
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self.closestFace = closestFace
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def build_vertex_buffer(self, raycastDir):
|
||||
vertex_array_id = gl.glGenVertexArrays(1)
|
||||
gl.glBindVertexArray(vertex_array_id)
|
||||
|
||||
attr_id = 0
|
||||
|
||||
vertex_buffer = gl.glGenBuffers(1)
|
||||
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vertex_buffer)
|
||||
|
||||
vertex_pos = []
|
||||
vertex_color = []
|
||||
indices = []
|
||||
|
||||
def append_vertex(pos, color):
|
||||
vertex_pos.append(pos.x)
|
||||
vertex_pos.append(pos.y)
|
||||
vertex_pos.append(pos.z)
|
||||
|
||||
vertex_color.append(color[0])
|
||||
vertex_color.append(color[1])
|
||||
vertex_color.append(color[2])
|
||||
|
||||
|
||||
for vertex in self.vertices:
|
||||
append_vertex(vertex, [0, 1, 1])
|
||||
|
||||
for triangle in self.triangles:
|
||||
indices.append(triangle.a)
|
||||
indices.append(triangle.b)
|
||||
|
||||
indices.append(triangle.b)
|
||||
indices.append(triangle.c)
|
||||
|
||||
indices.append(triangle.c)
|
||||
indices.append(triangle.a)
|
||||
|
||||
indices.append(len(self.vertices))
|
||||
indices.append(len(self.vertices) + 1)
|
||||
|
||||
append_vertex(Vertex(0, 0, 0), [0, 1, 0])
|
||||
append_vertex(raycastDir, [0, 1, 0])
|
||||
|
||||
if self.closestFace:
|
||||
append_vertex(self.vertices[self.closestFace.a], [1, 0, 0])
|
||||
append_vertex(self.vertices[self.closestFace.b], [1, 0, 0])
|
||||
append_vertex(self.vertices[self.closestFace.c], [1, 0, 0])
|
||||
|
||||
indices.append(len(self.vertices) + 2)
|
||||
indices.append(len(self.vertices) + 3)
|
||||
|
||||
indices.append(len(self.vertices) + 3)
|
||||
indices.append(len(self.vertices) + 4)
|
||||
|
||||
indices.append(len(self.vertices) + 4)
|
||||
indices.append(len(self.vertices) + 2)
|
||||
|
||||
|
||||
array_type = (gl.GLfloat * len(vertex_pos))
|
||||
|
||||
gl.glBufferData(gl.GL_ARRAY_BUFFER, len(vertex_pos) * ctypes.sizeof(ctypes.c_float), array_type(*vertex_pos), gl.GL_STATIC_DRAW)
|
||||
|
||||
gl.glVertexAttribPointer(
|
||||
attr_id,
|
||||
3,
|
||||
gl.GL_FLOAT,
|
||||
False,
|
||||
0,
|
||||
None
|
||||
)
|
||||
gl.glEnableVertexAttribArray(0)
|
||||
|
||||
attr_id = 1
|
||||
|
||||
color_buffer = gl.glGenBuffers(1)
|
||||
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, color_buffer)
|
||||
array_type = (gl.GLfloat * len(vertex_color))
|
||||
gl.glBufferData(gl.GL_ARRAY_BUFFER,
|
||||
len(vertex_color) * ctypes.sizeof(ctypes.c_float),
|
||||
array_type(*vertex_color),
|
||||
gl.GL_STATIC_DRAW)
|
||||
gl.glVertexAttribPointer(
|
||||
attr_id,
|
||||
3,
|
||||
gl.GL_FLOAT,
|
||||
False,
|
||||
0,
|
||||
None
|
||||
)
|
||||
gl.glEnableVertexAttribArray(attr_id)
|
||||
|
||||
index_buffer = gl.glGenBuffers(1)
|
||||
array_type = (gl.GLshort * len(indices))
|
||||
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, index_buffer)
|
||||
gl.glBufferData(
|
||||
gl.GL_ELEMENT_ARRAY_BUFFER,
|
||||
len(indices) * ctypes.sizeof(ctypes.c_short),
|
||||
array_type(*indices),
|
||||
gl.GL_STATIC_DRAW
|
||||
)
|
||||
|
||||
return len(indices)
|
||||
|
||||
def build_shaders():
|
||||
shaders = {
|
||||
gl.GL_VERTEX_SHADER: '''\
|
||||
#version 330 core
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
layout(location = 1) in vec3 vertexColor;
|
||||
|
||||
varying vec3 pixelColor;
|
||||
|
||||
uniform mat4 transformMatrix;
|
||||
|
||||
void main(){
|
||||
gl_Position = transformMatrix * vec4(vertexPosition_modelspace, 1);
|
||||
pixelColor = vertexColor;
|
||||
}
|
||||
''',
|
||||
gl.GL_FRAGMENT_SHADER: '''\
|
||||
#version 330 core
|
||||
|
||||
varying vec3 pixelColor;
|
||||
|
||||
out vec3 color;
|
||||
void main(){
|
||||
color = pixelColor;
|
||||
}
|
||||
'''
|
||||
}
|
||||
program_id = gl.glCreateProgram()
|
||||
|
||||
shader_ids = []
|
||||
for shader_type, shader_src in shaders.items():
|
||||
shader_id = gl.glCreateShader(shader_type)
|
||||
gl.glShaderSource(shader_id, shader_src)
|
||||
|
||||
gl.glCompileShader(shader_id)
|
||||
|
||||
# check if compilation was successful
|
||||
result = gl.glGetShaderiv(shader_id, gl.GL_COMPILE_STATUS)
|
||||
info_log_len = gl.glGetShaderiv(shader_id, gl.GL_INFO_LOG_LENGTH)
|
||||
if info_log_len:
|
||||
logmsg = gl.glGetShaderInfoLog(shader_id)
|
||||
print(logmsg)
|
||||
return None
|
||||
|
||||
gl.glAttachShader(program_id, shader_id)
|
||||
shader_ids.append(shader_id)
|
||||
|
||||
gl.glLinkProgram(program_id)
|
||||
|
||||
# check if linking was successful
|
||||
result = gl.glGetProgramiv(program_id, gl.GL_LINK_STATUS)
|
||||
info_log_len = gl.glGetProgramiv(program_id, gl.GL_INFO_LOG_LENGTH)
|
||||
if info_log_len:
|
||||
logmsg = gl.glGetProgramInfoLog(program_id)
|
||||
print(logmsg)
|
||||
return None
|
||||
|
||||
gl.glUseProgram(program_id)
|
||||
|
||||
return program_id
|
||||
|
||||
def buildUniforms(program_id, scale, yaw, pitch):
|
||||
global window_height
|
||||
global window_width
|
||||
|
||||
gl.glUseProgram(program_id)
|
||||
transform_matrix = gl.glGetUniformLocation(program_id, "transformMatrix")
|
||||
|
||||
cosH = cos(yaw)
|
||||
sinH = sin(yaw)
|
||||
|
||||
cosP = cos(pitch)
|
||||
sinP = sin(pitch)
|
||||
|
||||
gl.glUniformMatrix4fv(transform_matrix, 1, gl.GL_FALSE, [
|
||||
scale * cosH, 0, -scale * sinH, 0,
|
||||
scale * sinH * sinP, scale * cosP, scale * cosH * sinP, 0,
|
||||
scale * sinH * cosP, scale * -sinP, scale * cosH * cosP, 0,
|
||||
0, 0, 0, 1
|
||||
])
|
||||
|
||||
def extract_simplex_data(simplex, closestFace):
|
||||
vertex_count = simplex["pointCount"]
|
||||
triangle_count = simplex["triangleCount"]
|
||||
|
||||
input_vertices = simplex["points"]
|
||||
output_vertices = []
|
||||
|
||||
for vertex_index in range(0, vertex_count):
|
||||
input_vertex = input_vertices[vertex_index]
|
||||
output_vertices.append(Vertex(float(input_vertex["x"]), float(input_vertex["y"]), float(input_vertex["z"])))
|
||||
|
||||
input_triangles = simplex["triangles"]
|
||||
output_triangles = []
|
||||
|
||||
for edge_index in range(0, triangle_count):
|
||||
input_triangle = input_triangles[edge_index]
|
||||
output_triangles.append(Triangle(
|
||||
int(input_triangle["indexData"]["indices"][0]),
|
||||
int(input_triangle["indexData"]["indices"][1]),
|
||||
int(input_triangle["indexData"]["indices"][2])
|
||||
))
|
||||
|
||||
return Simplex(output_vertices, output_triangles, Triangle(
|
||||
int(closestFace["indexData"]["indices"][0]),
|
||||
int(closestFace["indexData"]["indices"][1]),
|
||||
int(closestFace["indexData"]["indices"][2])
|
||||
))
|
||||
|
||||
def main():
|
||||
print("main")
|
||||
print(gl.glGetString(gl.GL_VENDOR), gl.glGetString(gl.GL_RENDERER))
|
||||
frame = gdb.selected_frame()
|
||||
print("Getting simplex")
|
||||
simplex = extract_simplex_data(frame.read_var("simplex"), frame.read_var("closestFace"))
|
||||
raycastDir = frame.read_var("raycastDir")
|
||||
|
||||
|
||||
with create_main_window() as window:
|
||||
print("Building vertex buffer")
|
||||
index_count = simplex.build_vertex_buffer(Vertex(float(raycastDir["x"]), float(raycastDir["y"]), float(raycastDir["z"])))
|
||||
|
||||
print("Building shaders")
|
||||
program_id = build_shaders()
|
||||
if program_id is None:
|
||||
return
|
||||
|
||||
max_extent = 0
|
||||
|
||||
for vertex in simplex.vertices:
|
||||
max_extent = max(max_extent, abs(vertex.x))
|
||||
max_extent = max(max_extent, abs(vertex.y))
|
||||
|
||||
max_extent = max_extent + 10
|
||||
|
||||
scale = float(1) / float(max_extent)
|
||||
yaw = 0
|
||||
pitch = 0
|
||||
|
||||
buildUniforms(program_id, scale, yaw, pitch)
|
||||
|
||||
while (
|
||||
glfw.get_key(window, glfw.KEY_ESCAPE) != glfw.PRESS and
|
||||
not glfw.window_should_close(window)
|
||||
):
|
||||
if glfw.get_key(window, glfw.KEY_MINUS):
|
||||
scale = scale * 0.98
|
||||
|
||||
if glfw.get_key(window, glfw.KEY_EQUAL):
|
||||
scale = scale / 0.98
|
||||
|
||||
if glfw.get_key(window, glfw.KEY_LEFT):
|
||||
yaw = yaw + 0.01
|
||||
|
||||
if glfw.get_key(window, glfw.KEY_RIGHT):
|
||||
yaw = yaw - 0.01
|
||||
|
||||
if glfw.get_key(window, glfw.KEY_UP):
|
||||
pitch = pitch - 0.01
|
||||
|
||||
if glfw.get_key(window, glfw.KEY_DOWN):
|
||||
pitch = pitch + 0.01
|
||||
|
||||
buildUniforms(program_id, scale, yaw, pitch)
|
||||
|
||||
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
|
||||
gl.glDrawElements(gl.GL_LINES, index_count, gl.GL_UNSIGNED_SHORT, None)
|
||||
|
||||
glfw.swap_buffers(window)
|
||||
glfw.poll_events()
|
||||
|
||||
try:
|
||||
main()
|
||||
except:
|
||||
print("An error happened")
|
||||
print(traceback.format_exc())
|
Loading…
Reference in a new issue